Thorin
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Hall of Travelers Boards for Thorin

Location

Northernmost Xaria. Surrounding lands (clockwise): the Frost Sea (N), Akkoria (SE), the Badlands (S), Palrim (SW), Gesnor (W)


Land

Thorin is almost entirely mountainous. From the crashing cliffs towering thousands of feet above the gray seas to the north raked by fjords, the highest peaks in all Xaria make up the Spires, which dominate the northern central area of the country. Volcanoes can be found throughout the range. The largest of which is Mount Thorin, the central and greatest of the Spires. The peaks grow slowly lower towards the south and west, eventually becoming high hills. Near the Palrim border, plateaus and mesas of grasslands can be found. The border with the Badlands is marked with rock heaps and stretches of highland desert. In the mountain valleys and on the lower slopes, forests are thick and abundant, especially to the south.


Races

Dwarves, Winter Elves, Halflings, Humans


Resources

Minerals and gems, stonemasonry, metallurgy, precious metals, luminescent lichens (for use in Dwarven Lanterns). Although timber is abundant, it is not often forested. The wood is mostly used for fires.

The most well-known product to come out of Thorin is Dwarven Ale. It is a yellowish-green drink that is not known for its taste, but rather its potency.

Thorin is justly famed for its richness in mineral wealth. Precious metals (some of them magikal), gems, and precious stones of all types can be found in abundance, though they are, by nature, difficult to get a hold of.

The southern grasslands can be used to raise some types of grains, but are not truly good for farming. Indeed, what soil can be found in Thorin tends to be rocky or sandy.

For the Dwarves, Thorin provides (and has for millennia) all that their population needs. Caverns are numerous and many edible lichens, mosses, fungi, etc. are raised there.

Humans find Thorin difficult to live in, and usually have to import goods from outside lands to support themselves. What Humans do reside in Thorin congregate in the southwest.


Past

As one of the Elder Races, the Dwarves have a deep and rich history, most of which is unknown to anyone but the Dwarves. They tend to isolate themselves from the rest of the Xarian races. In fact, their primary philosophy has been one of ethnocentricity.

The history of Thorin is, predictably, very long. The Dwarven race is ancient and has always been the most populous race in the Thorin area. Thorin’s story is in part the history of the Dwarves themselves.

The famous age-old debate continues as to whether the Elves or the Dwarves were the first to arise. Each claims sovereign title to being the first, but the truth is difficult to determine. The two did not encounter one another until well into the development of their cultures, and neither side was eager to engage in trade or communication beyond acknowledging one another’s existence. The Elves considered Dwarves to be unappealing and dour. For their part, the Dwarves found the Elves arrogant, effeminate, and lacking the driving work ethic. At the time of their contact, the Dwarves were much more concerned with relations with another race; the Orcs.

The Dwarves made contact with the Orcs early in their culture. An Orc kingdom, whose name history records as Perizzak, was once found in what is now Akkoria, Rynith and part of the Badlands. The two races found their priorities for land development were different. The Orcs desired shallow caverns near the surface, and rarely traveled far into the hills away from their beloved swamps and lowlands. The Dwarves delved deep into the mountains, using subterranean rivers and lakes as their water sources. They were already breeding grains that grew in the luminescence given off by cave mosses and firelight, and what they grew above ground did best on high mountain slopes. The Dwarves looked down on the Orcs with disdain, but maintained cordial relations with them.

At that time, the Dwarves were ruled by a King, whose lineage was inscribed upon the Mace of Kings. This wondrous artifact was a huge mace encrusted with precious metals and of exquisite craftsmanship. The lineage of the Dwarven kings was inscribed in mystic runes upon its shaft from the very first king, Bantor Ironfist. It is a sacred object, revered by all Dwarven people.

It can be imagined, then, the great outrage that gripped the Dwarves when the Mace of Kings was stolen. Somehow, through trickery or magik, an Orc had made his way to the very heart of the Dwarven capital, the great underground city of Collosum, and stolen the mace from its resting place. When the theft was discovered, the Dwarven nation was immediately steeled to action. Thus began the Wars of Annihilation, four hundred years of destruction and devastation. In the end, the Kingdom of Perrizak was reduced to ruins, and the Orcs scattered into small bands and isolated tribes, never to reunite.

Yet, for all the corpses in the fields, for all the shattered keeps and wasted cities, the Mace was never recovered. Worse, the entire clan of Ironfist, renowned for its prowess, had been slain in the Wars (possibly having to do with the Dwarven tradition of the king marching at the head of his armies). When the last Orc tower was seized, the Mace was not within.

This left the Dwarves with a dilemma. There was no way to definitively trace the lineage to the next rightful ruler. Many clans stepped forth with claims to the throne, but none could be proven absolutely legitimate without the record of the Mace.

And so, to this day, the Dwarves are ruled by the Warder King, a Dwarf chosen from among the most powerful clans and allowed to rule from the throne. But the reverence owed the Warder King is not that which the Dwarves held for the true king, and the ruler must be careful to keep the favor of the largest clans or they may be ousted.

It is supposedly within the heart of every good Dwarf to want to see the return of the Mace and the ascension of the rightful king. However, in reality, some of the leaders of the largest clans do not wish for the Mace’s return. With no true king, the clans have much more power. Still, if the Mace ever were to be found, it would be certain that the majority of the Dwarven race would give their lives to recover it.

More recently, the current Warder King, Grozvaad Strongbellows, was approached by King Volek I, ruler of Gesnor, in 487. Volek I had proposed a military alliance between Thorin, Gesnor, and Palrim. The King of Gesnor explained the possible future dangers of outlying countries moving towards Thorin, Gesnor, and Palrim to make more room for themselves. At first, Grozvaad had no desire to become involved in the affairs of Humans and denied Volek the remainder of his audience.

Shortly thereafter, Dwarven miners encountered a large party of Dark Elves bearing weapons of war and supplies for a long siege. The subsequent skirmish lasted for two days. This news caused King Grozvaad to be wary of a possible invasion of Dark Elves into the Dwarven Deep Cities.

King Volek I chose this opportune time to approach Grozvaad for a second audience. Volek I pleaded his case, asking for the “...elder wisdom of the strongest race in Xaria.” His method of requesting the alliance appealed to Grozvaad. This coupled with the concern over the Dark Elves, led Grozvaad to agree to the Three Peaks Accord, signed in 488.


Present

Thorin is an isolationist country at best. The Dwarves are very much homebodies for the most part, and prefer the company of other Dwarves. They maintain cordial relations with their neighbors. They are not aggressive or expansionist. There are enough caverns throughout Thorin to keep even the long-lived Dwarves occupied for millennia. For their part, the countries bordering Thorin understandably do not wish to provoke the Dwarves. Thorin does not involve itself in the conflicts of other nations, with the exception of Gesnor and Palrim (due to the Three Peaks Accord).

Dwarves are not known as great tradesmen, but their skill of craftsmanship and the value of their goods means they will always be involved in trade. They tend not to import very much, preferring to make their own, but supplies of armor, weapons, jewelry, finely crafted items of all sorts, and shipments of Dwarven ale all make their way in small quantities to the neighboring countries and beyond. Few Dwarves leave Thorin; those that do have very definite tasks to complete, then return to their homes.


Capital

The capital city of Thorin is Collosum. A city said to rival Port Kura’Stan in Quivera, Collosum is completely underground and self-sustaining. Catacombed throughout the Spires, at the heart of the Mount Thorin Volcano, Collosum is where the Warder King’s court resides, and is the ancestral seat of the Ironfist clan. Every twenty-five years the Conclave of Headmen gather at Collosum. The Conclave is comprised of the Heads of every clan; their meeting lasts the entire year, from spring to spring. The Conclave advise the Warder King on the needs and accomplishments of their various clans. Any major changes that affect the whole of the country are made.


Government

The Warder King holds a tentative rule over the Dwarven nation. Below him are the Headmen. The larger and more influential the clan, the more power its Headman wields. The Headman’s word is law for his clan.

The clan structure is an ancient phenomena. The first written records of the Dwarves show that the clan structure was already well in place. The clan is made up of members of a family lineage. Originally, this developed from the practice of a single family following a single trade. Indeed, clan names still show this original function; Axehaft, Stonebarrow, Wheelgrinder, Hearthfire, Runehand. Clan loyalty is strong. Most clans meet every five to ten years, at which time deals are made, marriages are arranged, and other business of importance is carried out.
Below the clan in importance is the Dwarf Hold. In the early history of the Dwarves, their specialization in particular skills made survival difficult. To overcome this, the Hold was established. Holds are great caverns, the essential “town” structure of Dwarven society. Composed of families of many different clans, the Hold contains enough variety to ensure success, and also helps to keep dissension between the clans low. When the clans within a Hold disagree, or the population grows too large, a new Hold may be formed by splitting from the original.
The structure and design of Dwarf Holds vary from place to place. Each takes pride in its uniqueness. However, common themes run through each Hold. The central chamber, or Hearth, is large enough to house the entire population of the Hold. On minor matters, Holds run on a form of direct democracy, so having such a space is important.

At the center of every Hearth is the Liferock, which is a shaft taken from the heart of the mountain. The Liferock is the symbolic heart of the Hold. It has no religious significance (although most important religious functions take place there), but it is a symbol of the Hold’s strength. Damage to the Liferock is considered a bad omen without equal. Runes of magikal significance may be carved on it, and if the Liferock is lost in battle, then the entire Hold is considered lost, no matter how much of it has actually been taken.

All major decisions in the Hold are made by the Duke, the ruler of the Hold. Dukes are commonly elected by the populace and are advised by managers on every level; overseers of waste, food supplies, water, defense, and all other important aspects of the Hold.

The Hearth is magnificent. It is the ultimate expression of the Hold, and no part of it is left to chance or left bare. Carvings, mosaics, statues, bas-reliefs and a multitude of artwork abound in the inner chambers. Few visitors are allowed in the Hearth, and outer caverns are kept simple and functional. Outsiders often assume this is the style of the entire Hold. Anyone allowed to the Hearth is being shown a great honor and being trusted with a large confidence.

Dwarves have never held the same reverence as some races for their nobility, and since the assumption of the Warder Kings, there has been still less. Rulers are respected but rarely loved. In an extension of this, there is no ordained knightly order or any such contrivance among the Dwarves.


Military

The Dwarven army is known as the single best defensive army in the world. When they are on the offensive, they are a fast, decisive, hard attacking force. What they have in strength and tenacity, they lack in strategy. Most Dwarven offensive tactics are simple; attack them head-on, line up the soldiers and push the line, etc.

One of the Dwarven military’s favorite philosophies is “It is better to be the hammer than the anvil.”

The Dwarven army is a thing to be feared, and usually is. Every male Dwarf serves some period in some armed force, normally the defensive troops who guard the holds. Most Dwarves volunteer at some point to be Tunnel Fighters, warriors who hunt down the terrors that crawl from the earth and threaten the Holds. Tunnel Fighters also have the privilege of finding Orc and Goblin raiders and obliterating them.

Dwarves fight few wars, and those they do, they usually win. No noble classes exist within the Dwarven military. All Dwarves serve equally. Officers are promoted only for bravery and tactical ability. Spear and hatchetmen make up the bulk of the force, with some small contingents of cavalry (usually riding small ponies or wolves) and bowmen (using Dwarven bows or crossbows). Artillery is being used more and more in the Dwarven ranks, and master engineers of ballistae, trebuchets, and catapults are in high demand. Dwarven troops are extensively trained and rigidly maintained. Troops are currently stationed in and about the various Holds. No actual border guard exists, except at passes and highly used roads.

Notably, any women who wish to serve in the military are allowed, and indeed encouraged to do so.


Religion

The Dwarves of Thorin have a rich and complex mythology surrounding the Crafter and Zhuggoth-Goran, the enemy of all creation. While there are dwarven holy men, there are rarely priests. They feel that to excel in your craft brings you closer to the Crafter.

Culture

There are many interesting aspects of Dwarven culture which are of importance when dealing with Thorin:

The Dwarves have a great respect for four basic tenets of Dwarven life; strength, hard work, craftsmanship and duty.
All Dwarves feel they must serve a purpose in life; they view adventurers as a waste of talent and skill.

Dwarven women are treated with great resepct but they do not coddle them; showing deference to a female dwarf may result in a sound thrashing.
Dwarven men are very protective of their families, and will fight to their utmost to defend them.

Dwarves tend to distrust and dislike magik. With their pride in personal achievement, most Dwarves consider magik “cheating,” a false aid. Dwarves refuse most types of magikal aid. (Especially for combat. They prefer to take their blows and deal with it.) Dwarven healers are not unknown, but they are consulted only in times of dire need or imminent death. Even then, some Dwarves will refuse aid and simply die.
The one type of magik that is respected, however, is rune magik or enchanting. Magikal weapons and armor are greatly prized, and enchanted objects of all sorts are jealously guarded. Vessels enchanted to cleanse food or drink, helms that allow the wearer to see all things, and other fantastic treasures are known to exist.

Craftsmanship is perhaps the most revered virtue in Dwarven life. A Dwarf’s work is a reflection of himself. If his work is second rate, then so is he. Lifetimes can be spent on single pieces. The most respected trade is smithing, and that is closely followed by all craft trades; carving, masonry, carpentry, etc.


Relations

Dwarves prefer the company of Dwarves. They understand one another, and have no need to defend themselves from prejudice and stereotypes that have been built up by others.

Humans are odd and frustrating to Dwarves. They are so disorganized, so given to independence that you cannot form a general opinion about them. On top of that, they are incredibly short lived. Just when they are getting smart and realizing the important things in life, they die.

Elves are regarded with more cool distance than humans. The enmity between Elves and Dwarves has perhaps been exaggerated, but it is by no means nonexistent. Dwarves tend to see Elves as a race not possessing wisdom and intelligence, but more often than not, Elves dedicate themselves to trivial pleasures and the aid of nature, ignoring the value of good, honest work. The Dwarves cannot understand how such a long-lived race can leave no monuments to live on after them.

Dark Elves are an anathema to Dwarves, who perhaps hate only Orcs more. As bad as normal Elves are, Dark Elves are worse; Dark Elves know the dark. No Dwarf would make the mistake of underestimating the Dark Elves. Indeed, it has always been widely rumored that the true thief of the Mace of Kings was a Dark Elves, intent on making war between the Orcs and the Dwarves.

Orcs are, of course, the most hated enemy of the Dwarves, and this hatred extends to all goblinoids. Dwarves loathe goblinoids with a passion that has been bred into them for millennia.

Dwarves consider Hobbits to be acceptable. More stable and steadfast than Humans, Dwarves find the Hobbits to be a bit too much of a hedonism, a bit too given to self indulgence for their taste, but they are a quiet people who probably share the closest kinship with the Dwarves than any another race.

Dwarves have traditionally had little contact with Beastmen. They hold great respect for the race, finding them sufficiently serious and down to earth. There is some contact with mole and other burrowing Beastmen and any such creature who seeks refuge in a Dwarf Hold will be welcomed.


Of Interest


Dwarves have excellent memories and a passion for history. They keep highly detailed records of their history. A reaction to the loss of such an important aspect of their culture with the theft of the Mace of Kings.

Highly touted are the Gruensvald Hot Baths. They are a natural hot spring series that has been carved into a collection of baths around which a structure was built. The Dwarves use the baths for their medicinal value. Several hot springs have been found throughout the land of Thorin.